- HyperGrid Networks
The Primary HyperGrid Network consists of many of the largest OpenSim grids as well as many smaller, personal grids. The destinations on this Network are running the more recent OpenSim revisions providing the very latest features that OpenSim has to offer.
OpenSim Core Bugs
MantisBT - Issues - (rdcdev)
Updated: 18 min 55 sec ago
I've been doing a lot of scripting recently and it is a major chore to debug because the error reporting line numbers/highlighting are waaaaaaaaaaay off. I don't recall how long this has been happening because I haven't been doing much scripting since last winter, but it's something I've noticed for at least the last 3-4 months or more.<br /> <br /> I don't know if the issue is with Opensim or something that a Linden update borked or perhaps is an issue with my viewer (Firestorm ). For small scripts it's not a big deal, but for scripts with hundreds of lines where the error is one that can't easily be searched for (like a "you forgot to cast an integer to string when you used it but I'm not going to tell you then name of the variable so you'll have to scour the entire script line by line looking for it because my error line number is wrong")
On 0.8.1 dev r/24888 running normally and with no activity in the Robust console for the proceeding 2 hours, I see a red message....<br /> <br /> [AGENT HANDLER]: method GET not supported in agent message /agent/e24a9015-f5ca-452b-8c95-d32e34cb9d64/, (caller is 22.214.171.124)<br /> <br /> The UUID is of the main owner avatar for most items on the grid. The IP address of the caller is not a local one.<br /> <br /> Is this a service which ought to be locally supported to respond properly perhaps when items have been copied onto other grids via Hypergrid visits? Is there a suitable configuration fix without code change, or is this an OpenSim bug?
While looking at trunk/managed/lsl2cs/CSCodeGenerator.cs in opensim-libs,<br /> to understand why the linemap was corrupted (before justins recent patch), I noted that there was a bug in GenerateJumpLabel:<br /> <br /> All Generate* functions have their output appended to the resulting output file,<br /> and therefore *every* newline that is generated must be generated by GenerateLine or GenerateIndentedLine, so that m_CSharpLine and m_CSharpCol can be updated correctly. This is the case, except for GenerateJumpLabel.
When flying in SL and even in Opensim using ODE physics, there is a slight upwards push to allow the avatar to fly over low objects. This is not present in bullet sim and as a result, when flying the avatar seems to belly flop on the ground and skim along unable to fly over even the smallest of prims.<br /> <br /> While the height can be controlled by opening the movement floater window and manually pressing to go up, i feel its more user friendly to include this slight upwards force automatically as is expected when using ode. I would expect most people use the fly button and the movement floater is extra screen clutter.<br /> <br /> Not sure if this patch is done as efficiently as it could be or if its even wanted but in case it is, i have attached it to this post.
Entering mouselook and looking down at the avatar's feet, the camera height in OpenSim appears to be situated near the avatar's waist, not at the head, as in SL. Comparison snapshot included.
The AutoBackup module is broken. It fails silently because when the timer goes off to do the backups, it reads from a list that is never assigned to, so does nothing. Also it uses the flag 'Scene.RegionReady' which as far as i can tell is also not assigned to and always returns region down. Another problem after fixing those is that it was calling the archiver module and passing null in the options field causing an exception.<br /> <br /> As well as the fixes above to get the module working again, I included an extra option to skip saving assets. If the assets database is backed up separately this would be preferable because it means that AutoBackup doesn't take much resources during a backup cycle.
0007217: The sim can on occasions introduce faulty GridUser entries that prevent setting HomePositions correctly
The attached patch will remove the ability of the sim to introduce those entries.<br /> <br /> However, on HG visitor Robust will add those HG UUI entries before the sim will do anything on GridUser service. <br /> <br /> Therefore despite reducing the GridUser connector, the HG visitor difference will persist since Robust is mapping those entries to the longer HG UUI GridUser entry. The database modules actually look for the longest entry in the database.<br /> <br /> On concern was originally that those HG UUI would not show up by that change. However, the foreignagent handler within Robust is actually preventing that by adding those GridUser entries early in the HG teleport.
19:39:19 - [TEXTURED MAPTILE RENDERER]: Generating Maptile Step 1: Terrain<br /> 19:39:19 - [TEXTURED MAPTILE RENDERER]: Fetched texture b8d3965a-ad78-bf43-699b-bff8eca6c975, found: True<br /> 19:39:19 - [TEXTURED MAPTILE RENDERER]: Fetched texture abb783e6-3e93-26c0-248a-247666855da3, found: True<br /> 19:39:19 - [TEXTURED MAPTILE RENDERER]: Fetched texture 179cdabd-398a-9b6b-1391-4dc333ba321f, found: True<br /> Could not find required dynamic token 0x0a000031<br /> Stacktrace:<br /> <br /> at <unknown> <0xffffffff><br /> 19:39:19 - [TEXTURED MAPTILE RENDERER]: Fetched texture beb169c7-11ea-fff2-efe5-0f24dc881df2, found: True<br /> at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObject (System.IO.BinaryWriter,long,object) [0x0011e] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:370<br /> at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectInstance (System.IO.BinaryWriter,object,bool) [0x00062] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:303<br /> at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteQueuedObjects (System.IO.BinaryWriter) [0x00005] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:281<br /> at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectGraph (System.IO.BinaryWriter,object,System.Runtime.Remoting.Messaging.Header) [0x0001f] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:268<br /> at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream,object,System.Runtime.Remoting.Messaging.Header) [0x0005f] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:230<br /> at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream,object) [0x00000] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:209<br /> at OpenSim.Region.CoreModules.Asset.FlotsamAssetCache.WriteFileCache (string,OpenSim.Framework.AssetBase) [0x00034] in /home/ste/grid/src/coreOS/build/build-r24842/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs:648<br /> at OpenSim.Region.CoreModules.Asset.FlotsamAssetCache/<UpdateFileCache>c__AnonStorey0.<>m__0 (object) [0x00013] in /home/ste/grid/src/coreOS/build/build-r24842/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs:304<br /> at OpenSim.Framework.Util/<FireAndForget>c__AnonStorey0.<>m__1 (object) [0x00091] in /home/ste/grid/src/coreOS/build/build-r24842/OpenSim/Framework/Util.cs:2150<br /> at OpenSim.Framework.Util.<FireAndForget>m__0 (System.Threading.WaitCallback,object) [0x00002] in /home/ste/grid/src/coreOS/build/build-r24842/OpenSim/Framework/Util.cs:2226<br /> at Amib.Threading.Internal.WorkItemsGroupBase/<QueueWorkItem>c__AnonStorey2`2.<>m__0 (object) [0x00013] in /home/ste/grid/src/coreOS/build/build-r24842/ThirdParty/SmartThreadPool/WorkItemsGroupBase.cs:333<br /> at Amib.Threading.Internal.WorkItem.ExecuteWorkItem () [0x00049] in /home/ste/grid/src/coreOS/build/build-r24842/ThirdParty/SmartThreadPool/WorkItem.cs:379<br /> at Amib.Threading.Internal.WorkItem.Execute () [0x00022] in /home/ste/grid/src/coreOS/build/build-r24842/ThirdParty/SmartThreadPool/WorkItem.cs:312<br /> at Amib.Threading.SmartThreadPool.ExecuteWorkItem (Amib.Threading.Internal.WorkItem) [0x00025] in /home/ste/grid/src/coreOS/build/build-r24842/ThirdParty/SmartThreadPool/SmartThreadPool.cs:881<br /> at Amib.Threading.SmartThreadPool.ProcessQueuedItems () [0x00199] in /home/ste/grid/src/coreOS/build/build-r24842/ThirdParty/SmartThreadPool/SmartThreadPool.cs:821<br /> at System.Threading.Thread.StartInternal () [0x00016] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Threading/Thread.cs:691<br /> at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <IL 0x0004e, 0xffffffff><br /> <br /> Native stacktrace:<br /> <br /> 19:39:19 - [TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in 162 ms<br /> mono() [0x4a3305]<br /> /lib64/libpthread.so.0(+0xf710) [0x7f5453f46710]<br /> /lib64/libc.so.6(gsignal+0x35) [0x7f5453bd5925]<br /> /lib64/libc.so.6(abort+0x175) [0x7f5453bd7105]<br /> mono() [0x6362ed]<br /> mono() [0x636423]<br /> mono() [0x5ba582]<br /> mono(mono_field_from_token+0x4d) [0x53e17d]<br /> mono() [0x45c1cc]<br /> mono() [0x41b66b]<br /> mono() [0x41d2d3]<br /> mono() [0x41de2b]<br /> mono() [0x4a7788]<br /> mono() [0x4a81a4]<br /> [0x4117bde6]<br /> <br /> Debug info from gdb:<br /> <br /> <br /> =================================================================<br /> Got a SIGABRT while executing native code. This usually indicates<br /> a fatal error in the mono runtime or one of the native libraries<br /> used by your application.<br /> =================================================================
<a href="http://opensimulator.org/wiki/Logging">http://opensimulator.org/wiki/Logging</a> [<a href="http://opensimulator.org/wiki/Logging" target="_blank">^</a>] <br /> Section on "Setting log levels during runtime "<br /> <br /> set log level ... text states...<br /> "Not specifying any level will tell you what the current console logging level is."<br /> <br /> This is not so... It gives this indication that a parameter is required.<br /> <br /> Region (root) # set log level<br /> Usage: set log level <level><br /> <br /> Could change the wiki (changed 13-Jun-2014), or make the command do as advertised.
I see llPassTouches does not work, linked prims remain clickable
0007204: Bulletsim VarRegion recently started crashing on sim startup - Red errors: Exception: System.NullReferenceException
Bulletsim: Just started last few days - Crash on sim startup - Exception: System.NullReferenceException.<br /> <br /> Nothing has changed on this instance other than staying updated to latest dev master as always every day or so. This seemed to start sometime within the last few days. The only change to opensim.ini during this time was to add the new setting [Terrain]SendTerrainUpdatesByViewDistance=true
0007008: Varregion Terrain very slow to load when teleporting in. Much slower than same exact oars loaded on a mega region
I have a 6x6 mega region in OSGrid called Polynesia_A1 through Polynesia_F6. I saved the oars from this mega and loaded them into a Varregion called Moorea Sailing.<br /> <br /> The terrain is for sure much faster loading on the mega compared to the var and it seems that the prims are also slower loading as well, but the terrain is what is most noticeable. This issue has been present since Varregions were first available in Dev Master.
I have been experiencing a variety of issues relating to friends. Since I am relatively new to this set-up I cannot say how long this issue has been present however the following are a list of issues I've experienced between my stand-alone running a build made from r/22454<br /> <br /> 1. If I hypergrid to OSG and either offer or accept a new friendship there, the calling card is deposited into my suitcase>calling cards however the friend is never added to my friends list. There is no prompt asking me to confirm friends when I return to my own sim. If that person visits me in my sim and adds friends (again) the person *is* correctly added to my friends list and persisted in the mySQL database.<br /> <br /> 2. Friends online status is not working at all between my own sim and OSG. When I log into by sim I can see the console sending a message to OSG to notify my friends (via [HG STATUS NOTIFIER] which appears to succeed) that I am online but this is not being transmitted to any of my friends there who are online nor is their status transmitted back to me. They will continue to see me as offline and I will see them as offline.<br /> <br /> 3. If I hypergrid tp to any region in OSG the online status is then transmitted (both ways) and we will be aware of each other's correct status. If I subsequently return to my sim we will immediately see one another's status change back to offline.<br /> <br /> 4. If I am in my sim and send an IM to a friend who is in OSG they will received the message but it will always have the "(Saved <date>)" prefix added to it, making it appear to be an offline message. They are able to respond to me and their messages will also appear in the same "saved" format (even though I do not have an offline message module enabled in my sim). This occurs 100% of the time.<br /> <br /> 5. If I hypergrid tp to an OSG region and then IM a friend, it seems to be random as to whether they will see the "saved" prefix on my messages and whether I will see it on theirs (and in some cases only one of us will see the "saved" prefix while the other sees messages normally). I would estimate that this occurs about 50% of the time and in most cases we both either see the prefix or neither of us does...yesterday evening was only the 2nd time I have had the case where I saw my friend's IMs normally but my friend received mine with the "saved" prefix.<br /> <br /> 6 Re <a href="http://opensimulator.org/mantis/view.php?id=5">0000005</a> above, if I hypergrid tp to the *same* region as the friend I am IMing, this will still occur but is much less likely. I would estimate more in the 10-20% range, but in most cases there will be no prefixes.<br /> <br /> 7. I don't know if this is a related or separate issue, but on occasion an IM session between a friend and I one of us will be displayed as "unknown user" instead of reporting the friend's name. This will persist until one of us logs off and back in but does not appear to be related to any specific friend (a friend will display as "unknown user" for one session and then after a relog will display normally again for subsequent sessions.<br /> <br /> This only appears to happen when my friend is in OSG. I can be in my own sim, or any OSG region, or even standing right beside them in the same region. I have never had it occur when the friend has been in my sim.<br /> <br /> 8. Related to <a href="http://opensimulator.org/mantis/view.php?id=7">0000007</a>, it is somewhat common for me to tp into an OSG region and see an avatar (either friend or non-friend) as being an unknown user and/or they will see me as unknown user. In regions where multiple avatars are present, most will be displayed correctly but one or two may show as unknown. On occasion I will see them on my screen as "unknown user" but in local chat I will see their correct name. Similarly, sometimes I will see their name correctly on screen but in local chat they will be shown as "unknown user". This isn't a reciprocal situation (so someone who sees me as unknown will often display correctly for me, and visa versa). I am not certain if it's just "luck" but this issue seems to happen less frequently when I use Firestorm and more commonly when using Kokua or Cool VL. I have never seen this issue in my own sim -- all visitors have been correctly displayed and they have always seen me displayed correctly.
I was changing a block of 9 regions into a var region the other day and couldn't get the parcel data to be restored. Because i was loading 9 oar files into one region i had to use merge which does not restore parcels unless forced. The command i was using is...<br /> <br /> load oar --merge --force-terrain --force-parcels --displacement "<256,256,0>" filename.oar<br /> <br /> None of the parcel data was restored even tho i used the switch intended to force this during merge. The console showed an error for each parcel it tried to restore... <br /> <br /> ERROR [LAND MANAGEMENT MODULE]: Cannot add parcel "Town Hall", local ID 2 at tile 0,40 because this is still occupied by parcel "Your Parcel", local ID 1 in Test Region<br /> <br /> Not sure if I have missed something here but if it is a bug then its not a priority for me because we just created the parcels again by hand after loading.
0007211: WARN - OpenSim.Region.DataSnapshot.DataSnapshotManager [DATASNAPSHOT]: Caught unknown exception while trying to load snapshot:
Seeing the following warning on startup of a var region.<br /> <br /> WARN - OpenSim.Region.DataSnapshot.DataSnapshotManager [DATASNAPSHOT]: Caught unknown exception while trying to load snapshot:
When i try to load a big size OAR, i get this message for some assets. Load continues, but when i enter in the region, many objects are not in there. I tried to upload OARs running OpenSim.exe with mono-runtime 126.96.36.199 and mono-complete 3.2.8. Before many times, OAR upload is succesful. I think that is a problem of my my.cnf file, but i'm not sure.<br /> <br /> <br /> 22:13:46 - [ASSET DB]: MySQL failure creating asset 1569a27e-1ff6-2a14-2c0f-2aaddabdcd70 with name . Exception MySql.Data.MySqlClient.MySqlException: Timeout expired. The timeout period elapsed prior to completion of the operation or the server is not responding. ---> System.TimeoutException: Timeout in IO operation<br /> at MySql.Data.MySqlClient.TimedStream.StopTimer () [0x00000] in <filename unknown>:0<br /> at MySql.Data.MySqlClient.TimedStream.Read (System.Byte buffer, Int32 offset, Int32 count) [0x00000] in <filename unknown>:0<br /> --- End of inner exception stack trace ---<br /> at MySql.Data.MySqlClient.MySqlConnection.HandleTimeoutOrThreadAbort (System.Exception ex) [0x00000] in <filename unknown>:0<br /> at (wrapper remoting-invoke-with-check) MySql.Data.MySqlClient.MySqlConnection:HandleTimeoutOrThreadAbort (System.Exception)<br /> at MySql.Data.MySqlClient.MySqlCommand.ExecuteReader (CommandBehavior behavior) [0x00000] in <filename unknown>:0<br /> at MySql.Data.MySqlClient.MySqlCommand.ExecuteReader () [0x00000] in <filename unknown>:0<br /> at MySql.Data.MySqlClient.MySqlCommand.ExecuteNonQuery () [0x00000] in <filename unknown>:0<br /> at OpenSim.Data.MySQL.MySQLAssetData.StoreAsset (OpenSim.Framework.AssetBase asset) [0x00000] in <filename unknown>:0
I am trying to turn on a read-only mode in my region. During specific times, I'll run:<br /> bypass permissions true<br /> force permissions false<br /> <br /> This effectively prevents all modifications, except for a few. The avatars can change their physical attributes (height, build, etc...) and they can remove clothing, but they cannot wear clothing (even if it was what they just removed).<br /> <br /> I'd prefer to either prevent all avatar changes, or allow both removing and wearing clothes.
Robust has been randomly stopping and spitting this over and over super fast, not sure whats happening here:<br /> <br /> 00:25:48 - [BASE HTTP SERVER]: HttpServer.HttpListener had an exception: Too many open files<br /> System.Net.Sockets.SocketException: Too many open files<br /> at System.Net.Sockets.Socket.Accept () [0x00000] in <filename unknown>:0<br /> at System.Net.Sockets.Socket+Worker.Accept () [0x00000] in <filename unknown>:0
Proposal: option to set startup logo...<br /> <br /> OpenSimDefault.ini (example)<br /> <br /> ; Set custom logo at startup<br /> startup_logo = "startuplogo2.txt"<br /> <br /> <br /> startuplogo2.txt has to be available within bin folder...
Local Chat Fail for Driver of Physical Vehicle: to Sitting Passengers or Vehicle Texting Commands.<br /> <br /> Pilot / Driver of physical vehicle can not communicate using local chat Say channels with sitting passenger(s) after the vehicle moves more than 20m (or 30m) from the point where the passenger(s) sits on the vehicle. This also affects chat say texting commands by Pilot / Driver to the vehicle. Say text commands from Pilot/Driver to vehicle fail more than 20m from the vehicle Pilot / Driver original point of sit.<br /> <br /> The region doesn't seem to update the sitting avatar's location (or the vehicle's location) for chat texting purposes.<br /> <br /> Tests seem to indicate that the Passenger avatar's texting location remains at the location where the passenger sat on the vehicle.